Action: Heal Action | ◈◈◈
You must be within 5 ft of a creature to Heal them. You make a Knowledge: Medicine skill check (Tinker for constructs) vs a DC of 10. The GM may adjust the DC based on certain circumstances, an adventure may call for an increased DC for the situation (such as treating a patient outside in a storm, or treating magically cursed wounds), or the patient is afflicted with an anti-healing Afflicted condition.
If you fail or critically fail, nothing changes for the target. If you succeed, you heal the creature a number hit points equal to 1d4 + Half-Proficiency. For every increment of 10 (or degree of critical sucess) you get from the check, you add the same amount (from a level 1 creature, 2d4+2 for 20, 3d4+3 for 30, etc).
If the creature is Dying, you stabalize them instead. They lose the Dying condition, but are left Unconscious and unwakable for 1d4 hours on Success. On Critical Success, they are just Unconscious, and lose any stacks of Wounded they may have.
You can use a relevant Lore in the stead of a Knowledge: Medicine or Tinker check, if your GM allows such (such as Lore: Engineering or Lore: Anatomy). Some features or Adventures will automatically do this.
After use, whether you pass or fail, the target is immune to the Heal action from any creature until they complete a Short Rest.